Search found 123 matches

by bk5115545
Wed Aug 31, 2016 8:08 pm
Forum: Mods
Topic: [MOD 0.12.26] Laser Beam Turret
Replies: 99
Views: 56853

Re: [MOD 0.12.26] Laser Beam Turret

Any 0.14 plans?
by bk5115545
Wed Aug 31, 2016 7:54 pm
Forum: General discussion
Topic: Low game performance?
Replies: 13
Views: 9002

Re: Low game performance?

If you post a screenshot of the F4 window someone might be able to help you.
by bk5115545
Tue Aug 30, 2016 7:14 pm
Forum: General discussion
Topic: Come and Guess #2: Stable Version of 0.13
Replies: 78
Views: 38924

Re: Come and Guess #2: Stable Version of 0.13

Oh thank god for this necro. This thread is great.
by bk5115545
Mon Aug 29, 2016 6:01 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.1] "Save Game" button available if dropped from server
Replies: 5
Views: 2985

Re: [0.14.1] "Save Game" button available if dropped from server

I had a crash a few days ago that might be related to this.

I was playing with the "Other" settings and an autosave ticked on. The server crashed but the clients saw that they were dropped.
No log because it was a few days ago.
by bk5115545
Sun Aug 28, 2016 9:04 pm
Forum: General discussion
Topic: Wasnt fast enough to catch up with the server
Replies: 5
Views: 2659

Re: Wasnt fast enough to catch up with the server

Hey @Kolan.

Is this message displayed when the client can't keep up with the server's tick rate (well after the async download/catch-up phase) or does the client timeout while in the catch-up phase of the async download process?
by bk5115545
Thu Aug 25, 2016 5:51 am
Forum: Resolved Problems and Bugs
Topic: [0.13.15] Production Module Resource Duplication
Replies: 4
Views: 1946

[0.13.15] Production Module Resource Duplication

Haven't tested on latest versions but didn't see anything about it in the patch notes. As per https://forums.factorio.com/viewtopic.php?f=8&t=25615&start=10#p163441 , using production modules in a furnace to build both copper and iron can result in free resources. Example from link: 4 iron o...
by bk5115545
Thu Aug 25, 2016 5:37 am
Forum: General discussion
Topic: Map generation - Only one map - Seed defines pos
Replies: 56
Views: 24233

Re: Map generation - Only one map - Seed defines pos

Is it possible to map this "Only one map", 2^32, if I keep on going in one direction, what kind of computer hardware would best support such a quest the longest? Something with a lot of RAM and a fast CPU to generate map. Seems like a nice first mod to make. It would be useful for looking...
by bk5115545
Thu Aug 25, 2016 12:35 am
Forum: General discussion
Topic: Password required for headless server download?
Replies: 1
Views: 1214

Re: Password required for headless server download?

Have you tried embedding creds in the curl string?

I doubt it would work because the devs would have to code for it but something like the below is common.

curl http://username:password@normal.dwnload.url.com
by bk5115545
Sun Aug 14, 2016 5:58 am
Forum: Resolved Problems and Bugs
Topic: [Honza] Achievements Window Progress Bars Incorrect
Replies: 3
Views: 2822

Re: Achievements Window Progress Bars Incorrect

So a little bit more on this that I've found in my games. The achievements panel shows the maximum output that has been reached and the tracking (pinned) panels show the current output. I'm not sure if this is really a bug but it could be communicated more clearly with a "Current:" being a...
by bk5115545
Tue Aug 09, 2016 6:44 pm
Forum: Not a bug
Topic: [0.13.15] Personal roboport robots extremely slow
Replies: 5
Views: 3149

Re: [0.13.15] Personal roboport robots extremely slow

Robots are dispatched at a maximum of 3 per tick in a cyclic loop over all ghosts. If you don't have enough robots it slows to a max of 1 per tick. So I know it's not a bug but is there a way that I can increase these numbers? There's that awesome "threads" slider in the options and these...
by bk5115545
Sat Jul 30, 2016 12:20 am
Forum: News
Topic: Friday Facts #149 - Deep down in multiplayer
Replies: 38
Views: 21610

Re: Friday Facts #149 - Deep down in multiplayer

Probably the most interesting Friday Fact yet.

I especially like the flow charts.

Question: What will happen if the newly-connected client can't finish the "catch-up" phase;
Tick rate decrease or disconnect or something else (maybe even undecided)?
by bk5115545
Sun Jul 17, 2016 4:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.5 LAN game crashes with more than 10 mods
Replies: 12
Views: 5158

Re: [0.13.5 LAN game crashes with more than 10 mods

The devs could probably fix this by sending Mod ID's and version numbers instead of full mod names. They could then binary compress the data part of the packet (maybe with some pre-shared AVL tree embedded into each game version) to amplify the savings. There would still be a limit but it might be m...
by bk5115545
Tue Jul 12, 2016 11:01 pm
Forum: Technical Help
Topic: Weird line tghat goes through my screen
Replies: 7
Views: 3551

Re: Weird line tghat goes through my screen

The Windows 10 line bug looks like http://resolume.com/forum/download/file.php?id=2445&mode=view Here is a post where it's a bit better documented https://forums.geforce.com/default/topic/903422/geforce-mobile-gpus/diagonal-screen-tearing-issues-on-gtx-860m-870m-960m-965m-970m-980m-/ . For some ...
by bk5115545
Tue Jul 12, 2016 4:03 am
Forum: Not a bug
Topic: [0.13.6] Automation 2 takes more packs than it displays
Replies: 3
Views: 1087

Re: [0.13.6] Automation 2 takes more packs than it displays

While it's not a bug, I see very little reason to not require 80 instances over 7.5s instead of 40x2 instances over 15s.

It's fairly confusing.
by bk5115545
Tue Jul 12, 2016 3:54 am
Forum: Resolved Problems and Bugs
Topic: Very high upload rate when connecting/connected to server
Replies: 17
Views: 5467

Re: Very high upload rate when connecting/connected to server

Test your packet loss to the server. I have a friend that occasionally has 1~5% packet loss and Factorio doesn't handle it well at all. 0% is flawless but game is completely unplayable at 1%. Just do like a "ping ip.add.re.ss -n 1000" and wait about 17mins (assuming the server responds to ...
by bk5115545
Tue Jul 12, 2016 3:41 am
Forum: Technical Help
Topic: Weird line tghat goes through my screen
Replies: 7
Views: 3551

Re: Weird line tghat goes through my screen

There's something like this that's a known Windows 10 bug. Does it appear like a triangle forms for a frame or two going from the top-left to the center of your screen? If yes, the Windows 10 bug is related to using V-Sync (in a completely normal way). It's been around since preview 14342 and it's s...
by bk5115545
Sun Jul 10, 2016 7:23 am
Forum: Won't fix.
Topic: [0.13.3] Unreasonable bandwidth expectations (Packet Loss)
Replies: 17
Views: 6712

Re: [0.13.3] Unreasonable bandwidth expectations (Packet Loss)

Thanks daniel34 for the link. That paragraph is actually why I posted this bug report initially (so that the devs would be aware of it's existence while they fixed bugs in the surrounding code during the multiplayer-backend overhaul). The devs at least acknowledged this bug and I have confidence tha...
by bk5115545
Fri Jul 08, 2016 11:36 pm
Forum: Won't fix.
Topic: [0.13.3] Unreasonable bandwidth expectations (Packet Loss)
Replies: 17
Views: 6712

Re: [0.13.3] Unreasonable bandwidth expectations (Packet Loss)

To get back to the original issue, the person with all the packet loss, how are they connecting to the Internet? If it is through any sort of wireless connection, try a wired one. It's wired on a gigabit connection to the modem. It's just a really bad modem that can only handle about a thousand pac...
by bk5115545
Thu Jul 07, 2016 11:36 pm
Forum: Implemented Suggestions
Topic: Research progress visualization ☸
Replies: 17
Views: 23843

Re: Research progress visualization ☸

Could be a mod cause the value exists: https://wiki.factorio.com/index.php?title=Lua/Force#research_progress I'm pretty sure this value is the progress of the current research item (like the progress of Automation 1). I could watch that value to make sure that research doesn't stop increasing (in a...
by bk5115545
Thu Jul 07, 2016 7:51 pm
Forum: Won't fix.
Topic: [0.13.3] Unreasonable bandwidth expectations (Packet Loss)
Replies: 17
Views: 6712

Re: [0.13.3] Unreasonable bandwidth expectations (Packet Loss)

http://gafferongames.com/networked-phys ... -lockstep/ http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/ This is beautiful. The devs should definitely use the solution at the bottom of this page if they wish to still use UDP. It would be a lot more info to send in Factorio becaus...

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